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Xycaleth

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Posts posted by Xycaleth

  1. Yeah, as suggested for the Saga Mod, I'd recommend we settle on a consensus for a single mission everyone feels they can contribute to - then focus on bringing that to fruition as a proof of concept. If a single, polished SP mission can be put together, then it makes it easier to expand that to more and more missions in the future as we would have (hopefully) ironed out most of the creases in the process the first time.

    This is exactly what I would suggest. It's also a good gauge to see how long everything takes, how much interest all the contributors have in pushing things forward and potentially identifying any problems you have along the way.
    Darth Sion likes this
  2. This is just some debugging visualisations but I think it looks pretty cool :) When a map gets compiled, a lightmap is produced but also a light grid. This is basically how much light there is at every 3d point in the world (evenly spaced out).

     

    I've made a visualisation of the ambient light at each of these points:

    shot2015-09-05_23-49-39.png

     

    The same effect can be used for fog and volumetric effects so I expect I'll be putting this same technique to good use somewhere else :)

    Didz, Srethem, Exmirai and 7 others like this
  3. I don't remember seeing anything odd when I was testing out misc model, I'll check again.

     

    So what has deferred shading done to the pic you posted?

    It's broken the lighting on misc_models and added the rainbow effect around the map :D When it's done, it'll allow me to optimize the rendering further.
    Tempust85 likes this
  4. So @@Xycaleth, what would be the estimation on when rend2 would be complete enough for a port to SP? I realise there would be 2 rend2's to keep updated then.

    It's not really a question of when, it's more the fact that I don't particularly don't want to do twice as much work :/ If mrwonko can unify the SP and MP renderers then that'd be great and I'd happily get rend2 working so SP.

    In other news, I've seen issues with using misc_models and normals. It's like they're aren't rotated properly by q3map2..

     

    Anyhow, I've been working on deferred shading in rend2. Progress is going at a steady pace. Here's mp/duel1 combined with rainbow road from Mario:

     

    shot2015-09-05_12-03-32.jpg

     

  5. It will have a performance hit. I've never tried a model with that many but you get the same result just with something in the 6k range with a handful on screen at once. The Geth model does this if you spawn a few of them, FPS drops noticeably but I don't think that model has LOD's which make a huge difference.

    In rend2 or the vanilla renderer? Rend2 uses completely different code for rendering and doesn't have the same deficiencies as the vanilla renderer. Character models in modern games can be upwards of 40k triangles so I figured 20k would be a good starting point.
    Archangel35757 and Tempust85 like this
  6. Anyone have a reasonably high poly character model lying around? Say 20-30k triangles? I want to see if having that many tris actually affects performance or not :)

     

    EDIT: Do the existing tools even let you export Ghoul2 tools with that many triangles?

    Archangel35757 likes this
  7. Thought I should give my input here.

     

    For the start_jaMME.sh command, you need to run it with the dot flash before it:

     

    ./start_jaMME.sh
     

    Opening the app bundle directly:

     

    open jaMME.x86_64.app --args +set fs_game mme +set fs_extraGames "japlus japp"
     

    I don't think you need the quotes around the text after --args.

     

    Further, you don't need to chmod +x on the .app file because it's actually a folder. OS X treats it differently from a regular folder because of what it contains.

  8. If you don't mind enabling cheats to do this then you can use the /give all console command. To enable cheats on a map, you need to load the map using the /devmap console command (instead of /map). Example usage would be /devmap mp/ffa1.

  9. Any ideas for what could be causing those weird normals?

    I haven't look into it properly yet. My first guesses would be some kind of uninitialized memory somewhere or some wrong calculations.

     

     

    Also, I was in source engine's hammer map editor just now and I saw there is a cubemap size setting for the cubemap entity. Perhaps the mapper being able to set the cubemap size would be handy for rend2? Was thinking a field to input the size, like for example:

     

    key: cubemapsize

    value: 128

     

    There can be info on sizes and when is best to use what sizes in the info window. This could be handy as not all areas need the same size cubemap and may save on performance.

    I'm not too fond of using cubemaps for everything. They should generally be localized to a small set of objects. I'm planning to add in screen-space reflections which should work much better with large surfaces like walls and floors/rivers/puddles. What's kind of annoying for cubemaps at the moment is that they really need a bounding box or a bounding sphere for them to look correct. I can add a min/max key or radius key to the misc_cubemap, but mappers won't be able to visualise it.
  10. We've had a lack of coders working on OpenJK for a long while now, and I guess this has shown in the lack of progress. I'm devoting my time now on rend2, so that doesn't really leave anyone fully committed to work on OpenJK.

     

    Just thought I would give people the heads up in case they're wondering what's happening!

  11. Everyone is requesting new features and fancy things, but nobody to help make them possible. Sure, we need simple moderators. But we also need staff that are willing to bring new things to the table. But maybe that should be further down the road. I'm hoping to see some qualified people step up around here. The more forward thinkers we get, the less work for one person it will be.

    This is true, but none of the staff openings lets people bring new things to the table :(

    mrwonko likes this
  12. Well this escalated quickly.

     

    I'll make it clear guys that I asked this as a hypothetical situation rather than a call to arms. I don't intend to do anything with what's here, I'm just interested in hearing people's views on the matter.

     

    Anyway, this will be a short post. I'm just about to head to work.

     

    It's obvious I've missed some parts of the modding group. I've never really played much of the JA single player so perhaps that's why I hadn't considered it. For SP (and to an extent, MP) it's all about the tools. Lowering the barrier to entry is always crucial for any kind of software, but another thing that all the current modding tools misses is being able to make fast iterations. I don't know how you guys put up with having to:

    1. make a change
    2. compile something?
    3. open up JKA
    4. wait a minute or two for it to load up
    5. look at your changes
    6. and then see that it doesn't look right and repeat the process

    Over the course of a project, that adds up to several hours of wasted time!

     

    Now, I don't think you guys understand the importance of new players. Tools could be improved or whatever, but that doesn't bring back new players. It may bring back old players, but that's unlikely. People move on, they start families, what have you, and I find that when people have properly left a game, they don't generally come back. If they're still modding, they're probably modding a newer game like UE4. I've seen one or two modders come back for a few months only to see them disappear again.

     

    What reason does average Joe have of modding JKA, whether it's SP or MP? If they have no interest in the game (it's 12 years old, why would they consider picking it up?), then why would they decide that good modding tools is reason enough to mod it?

    eezstreet, UniqueOne, Merek and 2 others like this
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